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* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349) #53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits. Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor. Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half. Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent! * Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
117 lines
4.6 KiB
Plaintext
117 lines
4.6 KiB
Plaintext
/obj/item/melee/powerfist
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name = "power-fist"
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desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
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icon_state = "powerfist"
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inhand_icon_state = "powerfist"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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flags_1 = CONDUCT_1
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attack_verb_continuous = list("whacks", "fists", "power-punches")
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attack_verb_simple = list("whack", "fist", "power-punch")
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force = 20
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throwforce = 10
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throw_range = 7
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w_class = WEIGHT_CLASS_NORMAL
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
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resistance_flags = FIRE_PROOF
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var/click_delay = 1.5
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var/fisto_setting = 1
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var/gasperfist = 3
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var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
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/obj/item/melee/powerfist/examine(mob/user)
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. = ..()
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if(!in_range(user, src))
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. += "<span class='notice'>You'll need to get closer to see any more.</span>"
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return
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if(tank)
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. += "<span class='notice'>[icon2html(tank, user)] It has \a [tank] mounted onto it.</span>"
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/obj/item/melee/powerfist/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/tank/internals))
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if(!tank)
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var/obj/item/tank/internals/IT = W
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if(IT.volume <= 3)
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to_chat(user, "<span class='warning'>\The [IT] is too small for \the [src].</span>")
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return
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updateTank(W, 0, user)
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else if(W.tool_behaviour == TOOL_WRENCH)
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switch(fisto_setting)
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if(1)
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fisto_setting = 2
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if(2)
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fisto_setting = 3
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if(3)
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fisto_setting = 1
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W.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You tweak \the [src]'s piston valve to [fisto_setting].</span>")
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(tank)
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updateTank(tank, 1, user)
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/obj/item/melee/powerfist/proc/updateTank(obj/item/tank/internals/thetank, removing = 0, mob/living/carbon/human/user)
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if(removing)
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if(!tank)
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to_chat(user, "<span class='notice'>\The [src] currently has no tank attached to it.</span>")
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return
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to_chat(user, "<span class='notice'>You detach \the [thetank] from \the [src].</span>")
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tank.forceMove(get_turf(user))
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user.put_in_hands(tank)
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tank = null
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if(!removing)
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if(tank)
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to_chat(user, "<span class='warning'>\The [src] already has a tank.</span>")
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return
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if(!user.transferItemToLoc(thetank, src))
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return
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to_chat(user, "<span class='notice'>You hook \the [thetank] up to \the [src].</span>")
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tank = thetank
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/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
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if(!tank)
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to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
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return
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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var/datum/gas_mixture/gasused = tank.air_contents.remove(gasperfist * fisto_setting)
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var/turf/T = get_turf(src)
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if(!T)
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return
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T.assume_air(gasused)
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T.air_update_turf()
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if(!gasused)
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to_chat(user, "<span class='warning'>\The [src]'s tank is empty!</span>")
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target.apply_damage((force / 5), BRUTE)
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playsound(loc, 'sound/weapons/punch1.ogg', 50, TRUE)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>[user]'s punches you!</span>")
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return
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if(gasused.total_moles() < gasperfist * fisto_setting)
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to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
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playsound(loc, 'sound/weapons/punch4.ogg', 50, TRUE)
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target.apply_damage((force / 2), BRUTE)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>[user]'s punch strikes with force!</span>")
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return
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target.apply_damage(force * fisto_setting, BRUTE, wound_bonus = CANT_WOUND)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
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new /obj/effect/temp_visual/kinetic_blast(target.loc)
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playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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playsound(loc, 'sound/weapons/genhit2.ogg', 50, TRUE)
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var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
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target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
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log_combat(user, target, "power fisted", src)
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user.changeNext_move(CLICK_CD_MELEE * click_delay)
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return
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